GEAR (Techno Wizard chosen for starting gear)
Amulet of Confusion (enchanted item)
The artifact of Techo-Wizardd mastery borders the line of true enchantment. When used the gears in it begin spinning and the disk expands as the magic in the device is triggered, protecting the wizard in illusions and ensnaring the minds of whatever creatures the caster wills.
When charged the amulet gains an uncanny attractiveness like a fine set of clothes and well groomed person.
- Base Item: Personal Computer/Pocket Watch looking
- Minor x2: +2 Persuasion
- Major: Puppet (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
- Major: Beast Friend (Target temporarily believes the user and he are best of friends and have the deepest brotherly love)
- Has 10 PPE for using its powers
Leather of Invulnerability
(Techno Wizard Combat Mage Armor MARS Result 2)
Considered by many the pinnacle of Techno-Wizard armor design, this suit implements magically forged metals, mystic crystal energy cells, and rune-patterned conduits and circuits to provide the arcane version of power armor. The wearer gains +7 Armor, as well as a Strength increase of one die type.
He also gains the same
Full Environment Protection found in most fully sealed armor suits of the non-magical variety; the suit construction doesn’t necessarily show itself to be sealed, as many designs rely on arcane force fields to fill stylistic gaps. The helmet of the armor grants access to both the
darksight and
farsight powers, and the armor does not require charging when on a ley line. Outside of a ley line, Combat Mage Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (9 lb, 250,000 credits)
- 1 PPE/Hour or Automatic when on a ley line
- +8 Armor +2 Toughness (+4/+2 without power)
- +1 Embedded Toughness
- Strength Minimum: d10 without power or 0 with power
- Full Environmental Protection when charged
- Darksight power
- Farsight power
- 9 lbs (36 without power)
Crafted by a Legendary Smith of amazing arcane prowess this suits enchantments are stronger. The following HJ rolls are added to the armor
- Roll 5: Extra high-density plating and other design factors grant +2 Armor to your hero’s Body Armor. This result may only be applied once.
- This armor has an embedded Multi-Optics Helmet (see page 88) providing enhanced vision, targeting, and combat readout through the integral Heads Up Display, see page 88.
Shadow Cloak (TW)
An arcane cloak which allows the wearer to gather shadows around herself to create fear, hide, and distract. When activated (three Power Points per hour), the shadow cloak grants the fear and invisibility powers, which are activated on the user at base effectiveness (no raise effect)—the invisibility effect only works while traveling in darkness and shadow (1lb, 300,000 credits).
Scepter of The Power
Another fine gift from his father and his most prized possession he always has it with him. With the ability to amplify his magic to incredible levels Thomas has grown reliant on it for all manor of tasks. The bearer of this scepter finds all of his powers amplified when used through the staff.
Thomas is unsure if the scepter is sentient or semi sentient. But it seems to not want to work with other staves or wands to the point that it will not even work again until he apologizes if he uses another stave.
Thomas is convinced this is a quirk his father paid extra for as he often tried round about methods of teaching important life lessons. But his father denied it and never told him why.
Even more frustrating is Thomas knows it is not a required feature of the staffs magic because his father, sister and both brothers have identical scepters that do not possess the same trait.
- Made of a wood unknown to most of the world, your character’s elegant staff is a powerful weapon and tool for magic work
- The staff has 10 PPE (which regenerate at the same rate as the caster)
- Grants a +1 to all spellcasting rolls for AB: Magic and AB: Miracles
- Clairvoyance (Trapping for Both Versions - Can perceive through the senses of other living beings)
- Shape Change (Trapping for Both Versions - Can take on the form of other living beings)
- Combat-worthy staff (Str+d6, Reach 1, Parry +1, two-handed) that even does Mega Damage if 2 PPE is channeled through it that round.
Adventure Survival Armor (TW, stashed in a bag and ready to sell)
- +4 Armor
- Strength Minimum: N/A
- Environment Protection: Partial, has enchantments to make most uncomfortable environmental conditions easier to deal with (+2 on related Vigor checks).
- Weight: 5 lb
TK Revolver : No SWADE Equivalent, what would you like done
@KahlessNestor
- Range: 12/24/48
- Damage: 2d6+2
- RoF: 1
- AP: 4
- Shots: 6
- Weight: 4 lbs
- Cost: 10,000
- Notes: Revolver, can “fan the hammer” (Rapid Attack).
- Add one TW Minor Upgrade: +1 Shooting
NG-S2 Survival Pack:
Popular with adventurers and travelers, this basic survival kit is packed with ultralight gear essential to anyone roaming the vast wilderness and ruins of Rifts Earth. (20 lb, 3000 credits)
- Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
- Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
- Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
- Fire starter kit with pocket lighter and flint sparker.
- First aid kit with three uses (each refill costs 100 credits).
- Flashlight and radio (five-mile range), crank and solar powered.
- Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
- Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
- Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.
Took Kit
Altess Eviscerator (Patron Item)
Originally developed by an Altess aristocrat who had been literally burned one too many times, the Eviscerator was deliberately designed as a technological equivalent to a lesser rune weapon for a fraction of the cost. As an added bonus, the AI driving the system has become expert in using its personality mapping to deliver just the right amount of flattery without being too obvious a kiss-ass about it. This powerful, two-handed weapon is a bit much for your average Altessian noble, but looks very nice mounted above a fireplace.
• Damage: Str+2d10+2, AP 2, MD
• Artificial Intelligence
• • The A.I. built into the weapon acts as a grade IV field computer (TLPG p. 104), using its nano-telepathic bond to pass on its knowledge. It can also use minor electrical discharges to interact with nearby devices.
• • The A.I. also has a quirk of delivering just the right amount of flattery without being too obvious a kiss-ass about it.
• • Communicates through nano-telepathy. Nano-telepathic bond is maintained through contact only; broken if separated from bearer. When a bearer bonds with the weapon, it injects nano-machines into the character. It then uses these to map the character's genetic I.D. and to communicate with the bearer. This process takes one hour to complete.
• • Personality: The personality and ethics subroutine of the A.I. is unique and develops over time as the weapon maps itself to its bearer.
• Electrical Discharge:
• • Range: Range: 10/20/40
• • Damage: 1–3d6, AP 0
• • ROF: 1
• • Payload: 4; regenerates 4 charges per hour
• • This is a shooting attack: A raise on shooting creates a 2d4 Electrical Damage Field that lasts until the beginning of the character's next turn, instead of the normal extra d6 of damage
• Modifiers: Two-handed weapon
• Weight: 7 lbs.
Bandito Arms Branaghan Armored Overcoat: No SWADE equivalent,
@KahlessNestor what would you like done?
The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof and a good article of clothing in which to hide a shotgun or rifle under). The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small but usable internal pockets (four on each side).
• +1 Toughness
• Characters with Super Strength (TLPG p. 65) will multiply their Load limit by 1.4 (or 2.0 if they have Brawny), while normal characters will increase their load limit to Strength x 7 (or Strength x10 if they have Brawny) in pounds.
• No Minimum Strength Requirement (10 lbs.)
Features:
Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
• Attachment: Scepter of Power
• Attachment: TK Revolver
• Attachment: Altess Eviscerator
• Attachment: Vampire Slayer 3000
• Attachment:
• Attachment:
• Attachment:
• Attachment:
The Vampires Slayer 3,000:
- Base Item: Wilk’s 237
- Range: 18/36/72
- Damage: 2d6+1
- RoF: 2
- AP: 2
- Payload: 24
- Weight: 3
- Base Cost: 18,000 = Total Cost: 249,800 credits
- Notes: Semi-Auto, 3RB
- Enchantments: (1,800)
- m +1 Shooting (5,000)
- m +1 Shooting (5,000)
- M +1 Die Shooting (10,000)
- M +1 Die Shooting (10,000)
- M Bolt (Sunlight trapped Lasers) (20,000)
- M Deflection (100,000,
activated with shooting roll)
- M 10 PPE (30,000)
- M 10 PPE (30,000)
24,760 credits.